 a7be8a2655
			
		
	
	
		a7be8a2655
		
			
		
	
	
	
	
		
			
			# Objective
The physical width and height (pixels) of an image is always integers,
but for `GpuImage` bevy currently stores them as `Vec2` (`f32`).
Switching to `UVec2` makes this more consistent with the [underlying
texture data](https://docs.rs/wgpu/latest/wgpu/struct.Extent3d.html).
I'm not sure if this is worth the change in the surface level API. If
not, feel free to close this PR.
## Solution
- Replace uses of `Vec2` with `UVec2` when referring to texture
dimensions.
- Use integer types for the texture atlas dimensions and sections.
[`Sprite::rect`](a81a2d1da3/crates/bevy_sprite/src/sprite.rs (L29))
remains unchanged, so manually specifying a sub-pixel region of an image
is still possible.
---
## Changelog
- `GpuImage` now stores its size as `UVec2` instead of `Vec2`.
- Texture atlases store their size and sections as `UVec2` and `URect`
respectively.
- `UiImageSize` stores its size as `UVec2`.
## Migration Guide
- Change floating point types (`Vec2`, `Rect`) to their respective
unsigned integer versions (`UVec2`, `URect`) when using `GpuImage`,
`TextureAtlasLayout`, `TextureAtlasBuilder`,
`DynamicAtlasTextureBuilder` or `FontAtlas`.
		
	
			
		
			
				
	
	
		
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
			
		
		
	
	
			64 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			Rust
		
	
	
	
	
	
| //! Renders an animated sprite by loading all animation frames from a single image (a sprite sheet)
 | |
| //! into a texture atlas, and changing the displayed image periodically.
 | |
| 
 | |
| use bevy::prelude::*;
 | |
| 
 | |
| fn main() {
 | |
|     App::new()
 | |
|         .add_plugins(DefaultPlugins.set(ImagePlugin::default_nearest())) // prevents blurry sprites
 | |
|         .add_systems(Startup, setup)
 | |
|         .add_systems(Update, animate_sprite)
 | |
|         .run();
 | |
| }
 | |
| 
 | |
| #[derive(Component)]
 | |
| struct AnimationIndices {
 | |
|     first: usize,
 | |
|     last: usize,
 | |
| }
 | |
| 
 | |
| #[derive(Component, Deref, DerefMut)]
 | |
| struct AnimationTimer(Timer);
 | |
| 
 | |
| fn animate_sprite(
 | |
|     time: Res<Time>,
 | |
|     mut query: Query<(&AnimationIndices, &mut AnimationTimer, &mut TextureAtlas)>,
 | |
| ) {
 | |
|     for (indices, mut timer, mut atlas) in &mut query {
 | |
|         timer.tick(time.delta());
 | |
|         if timer.just_finished() {
 | |
|             atlas.index = if atlas.index == indices.last {
 | |
|                 indices.first
 | |
|             } else {
 | |
|                 atlas.index + 1
 | |
|             };
 | |
|         }
 | |
|     }
 | |
| }
 | |
| 
 | |
| fn setup(
 | |
|     mut commands: Commands,
 | |
|     asset_server: Res<AssetServer>,
 | |
|     mut texture_atlas_layouts: ResMut<Assets<TextureAtlasLayout>>,
 | |
| ) {
 | |
|     let texture = asset_server.load("textures/rpg/chars/gabe/gabe-idle-run.png");
 | |
|     let layout = TextureAtlasLayout::from_grid(UVec2::splat(24), 7, 1, None, None);
 | |
|     let texture_atlas_layout = texture_atlas_layouts.add(layout);
 | |
|     // Use only the subset of sprites in the sheet that make up the run animation
 | |
|     let animation_indices = AnimationIndices { first: 1, last: 6 };
 | |
|     commands.spawn(Camera2dBundle::default());
 | |
|     commands.spawn((
 | |
|         SpriteSheetBundle {
 | |
|             texture,
 | |
|             atlas: TextureAtlas {
 | |
|                 layout: texture_atlas_layout,
 | |
|                 index: animation_indices.first,
 | |
|             },
 | |
|             transform: Transform::from_scale(Vec3::splat(6.0)),
 | |
|             ..default()
 | |
|         },
 | |
|         animation_indices,
 | |
|         AnimationTimer(Timer::from_seconds(0.1, TimerMode::Repeating)),
 | |
|     ));
 | |
| }
 |